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Codemasters’(, 
GENIUS AT PLAY” 


BESTSELLERS BESTSELLERS BESTSELLERS 


PlayStation. 








Precautions 


* This disc contains software for the PlayStation® home video game console. Never use this disc on any other machine, as it could 
damage it. * This disc conforms to PlayStation® specifications for the European market only. It cannot be used on foreign-specifi- 
cation versions of PlayStation®. * Read the PlayStation® Instruction Manual carefully to ensure correct usage. * When inserting 
this disc in the PlayStation®, always place it label side up. * When handling the disc, do not touch the surface. Hold it by the edge. 
* Keep the disc clean and free of scratches. Should the surface become dirty, wipe it gently with a soft cloth. * Do not leave the 
disc near heat sources or in direct sunlight or excessive moisture. * Never attempt to use a cracked or warped disc, or one that has 
been repaired with adhesives, as this could lead to operating errors. 








Health Warning 


For your health, rest about 15 minutes for each hour of play. Avoid playing when tired or suffering from lack of sleep. Always play in a 
brightly lighted room, and stay as far from the television screen as possible. Some people experience epileptic seizures when viewing 
flashing lights or patterns in our daily environment. These persons may experience seizures while watching TV pictures or playing 
video games. Even players who have never had any seizures may nonetheless have an undetected epileptic condition. Consult your 
doctor before playing video games if you have an epileptic condition or immediately should you experience any of the following symp- 
toms during play: dizziness, altered vision, muscle twitching, other involuntary movements, loss of awareness of your surroundings, 
mental confusion, and / or convulsions. 








PIRACY 


The unauthorised reproduction of all or any game part of this product and the unauthorised use of registered trademarks are likely to 
constitute a criminal offence. PIRACY harms Consumers as well as legitimate Developers, Publishers and Retailers. If you suspect 
this game product is an unauthorised copy, or have any other information about pirate product, please call your local Customer 
Service number given at the back of this Manual. 














See back page of this manual for Customer Service Nos. and Games Hotline Nos. | 





© 1999 Jester Interactive and The Codemasters Software Company Limited. ("Codemasters") All Rights Reserved. "Codemasters"® is a registered trademark 

of Codemasters Limited, For home use only. Unauthorised copying, adaption, rental, lending, re-sale, arcade use, charging for use, broadcast, cable transmission, 
public performance, distribution or extraction of this product or any trademark or copyright work that forms part of this product are prohibited 

Developed by Jester Interactive. Published by Codemasters. Private and domestic use only. 


"Where's Jack The Ripper" composed by Grooverider, Written by Ray Bingham, Published by Clevertogs Limited/Chrysalis Music Limited 

"Double Flash" composed by Leftfield, Written by Neil Barnes and Paul Daley, Published by Hard (UK) Hands Publishing Limited / Chrysalis Music Limited 
All rights of the producer and of the owner of the compositions reproduced in Music 2000 are reserved. Unauthorised copying,rental, lending, public access or 
access for fee, public performance or display, printing off, broadcasting, networking and cable transmission or supply OF THE COMPOSITIONS is prohibited 


Memory Card _) | ° —_|Multi Tap Adaptable Mouse 
1~15 blocks | 1-4 Players Cy’|_ Compatible 











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SLES-02224 





Please read before using this product 


Some people are susceptible to epileptic 
seizures or loss of consciousness when 
exposed to certain flashing lights or light 
patterns in everyday life. 


Such people may have a seizure whilst 
watching television images or playing 
certain video games. This may happen even 
if the person has no medical history of 
epilepsy or has never had any epileptic 
seizures. 


If you or anyone in your family has ever had 
symptoms related to epilepsy (seizures or 
loss of consciousness) when exposed to 
flashing lights, consult your doctor prior to 
using this product. 


EPILEPSY WARNING We advise that parents should monitor the 


use of video games by their children. If you 
or your child experience any of the following 
symptoms: dizziness, blurred vision, eye or 
muscle twitches, loss of consciousness, 
disorientation, any involuntary movement or 
convulsion, while playing a video game, 
immediately discontinue use and consult 
your doctor. 


Precautions to take whilst using this product 


¢ Don't sit too close to the television 
screen. Make sure you are a good 
distance away. 

¢ Preferably play the product ona 
small screen. 

¢ Avoid using if you are tired or have 
not had much sleep. 

¢ Make sure that the room in which 
you are playing is well lit. 

¢ Rest for at least 10 to 15 minutes 
each hour that you play a video game. 


i ROYALTY-FREE LICENCE 


rriWSla 
—{ejo(og 


You are entitled to a world-wide royalty-free 
licence to make, use, sell, distribute and 
publish any works that you create with 
music 2000" or using any audio or 
video components of Music 2000" 
provided that any such works are clearly 
marked on the media or packaging with the 
above MUSIC 2000" logo and that you 
have posted to us acknowledgement of your 
intended use. 


This acknowledgement should be in the form 
of brief details about the works you have cre- 
ated and contact information and should be 
posted to: 


music 2000" Registration Dept., P.O. 
Box 6, Leamington Spa, Warwickshire, UK. 


This licence does not include the right to use 
any recordings or components of ‘Music 
2000” in any commercial music or video 
creation product. No licence is granted in 
respect of the original compositions by 
Grooverider and Leftfield. 


TUTORIAL 


Congratulations and thank you for buying 
music 2000". i 


You don't need to try and digest the whole manu- 
al now, but we suggest that you read through this 
Tutorial section. In this section, you'll find details 
on the on-line help, as well as the new menu sys- 
tem. Together, these features should allow you to 
navigate through Music 2000" with ease. 


Getting Started 


Do not insert or remove peripherals whilst the 
Console is turned on. 

Please ensure there are sufficient free blocks on 
your MEMORY CARD before commencing play 


Loading and playing a demo song. 

music 2000" comes with several 
demonstration songs. These give you an exam- 
ple of the diverse range of music you can make, 
and also allow you edit, remix and examine the 
tracks, which have been written by a number of 
different musicians. All these songs also contain 
a full video, which you can edit and examine. 


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Right, so how do you play one of these demo 
songs? Firstly, a quick guideline - throughout 
music 2000", the X button carries out an 
action, the A button takes you back to a 
previous menu, and the O button gives you a full 
menu of choices. 


Once you have started music 2000" and 
chosen your language, you will find yourself on 
the main track screen. Press the A button to 
move onto the top menu. Here you can choose 
between the different modes in this product. 
Move right until the ‘Load and Save’ option is 
flashing. Press the X button to go into the Load 
and Save’ screen. Here you will see all the 
songs/videos that are supplied on the disc. Move 
over one of the songs, and press the X button to 
select the track, and then again to load it in. 
Press the X button again to load in both the video 
and the music. 


Once the song is loaded press the X 
button to acknowledge that the file has loaded 
OK then press the A button to return to the top 
menu, and select the ‘Song Track’ option. You 
will now see the song on the screen. Press the 
START button to play the song. The START but- 
ton will also stop the song playing. To watch the 
video as well, go back to the top menu, choose 





Video Track’ and again press the START button 
to play the song. You will see the video playing 
in a box on the screen, but you can make it fill 
the whole screen by pressing the @ button. 
Pressing the button again will return the 
video to the normal size. 


You can repeat this process to play any of the 
demonstration songs. 


Creating your own new song 

Firstly you need to make sure that you don't have 
a song or video loaded in. If you have just turned 
on your Console, you will be alright, but if you 
have loaded in any of the demonstration songs, 
you will need to clear the music and video. To do 
this, go to the top menu (using the A button) and 
select the ‘Options’ menu. Then select ‘Clear 
All’ to delete all music and video so we can start 
from a blank canvas. Go back to the top menu, 
and select the main ‘Song Track’ option. 


Making a song is very simple. Press the O button, 
and you will see a menu appear. Choose the ‘Riff 
library’ option (note that there is a shortcut to this 
option displayed in the menu, which you can use 
later to save you time. The particular shortcut is 
the El button). You can now use the up and down 
Directional buttons to move up and down each 


list of riffs, and you can use the left and right 
Directional buttons to change the section you are 
in. If you keep going to the right, you will see there 
are lots of different sections, split into Beat, Drum n 
Bass, House, Rock, Techno and Trance. 


Tip: Jump to the next genre by holding down the 
SELECT button and moving left or right. 


Press the START button to listen to any of these 
riffs. If you'd like to put one into your song, then 
press the X button. 


You can now place the riff you've chosen into your 
song. Move around the screen with the Directional 
buttons, and press the X button to place the riff 
wherever you want I'd suggest putting it onto track 
1 (at the top left hand side of the screen). Note that 
you can put it down as many times as you want. If 
you make a mistake, press the D0 button to delete it. 


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To play your song, hold the left Directional 
button down until you are at the left hand edge 
of your song, and then press the START button. 
When the timer reaches your riffs you will 
hear them play. Press the START button again 
to stop the track playing. 


You can now repeat this process, pressing the 
button as a quick shortcut to go into the 
library. Try putting a bass-line down first, and 
then a drumloop underneath it, and then a 
melody. You're making music! 


Getting started in Music Jam mode. 

Music Jam allows 1-4 players to ‘jam’ together. 
For more than two players, you will need a Multi 
Tap. 


Each player selects a template, which is a set of 
riffs, one for each button on his Controller. You can 
play a riff by holding a button down. If you want to 
loop any of the riffs (all the riffs on the X, O,O and 
A buttons are designed for this), you can press the 
START button at the same time as the button you 
want to loop. Let go of the buttons, and the riff will 
loop indefinitely, in time with all the other music. 
To stop a loop, just press the button again. 


The samples on the &, ©, Gl and & buttons are 
designed for tapping and holding down. 

The Directional buttons affect the different 
samples - left and right stop the main loops and 
play an instrumental break, up and down alter 
the volume. If the up and down Directional 
buttons are pressed when a @, ©, I or @ 
button is held down (in normal mode) it will alter 
the volume of the sample up or down. If the left 
and right Directional buttons are pressed when 
a 1, ©, I or & button is held down it will alter 
the pitch of the sample up or down an octave. 


Any player can load in a different template at 
any point, whilst the other players are still play- 
ing. Use the SELECT button to bring up the 
menu. You can also alter the sounds for any indi- 
vidual button (you can even load up your own 
riffs), or choose ‘cycle button sounds’ to rotate 
all the players clockwise, so that everyone gets 
the sounds from one of the other players. 


FULL MANUAL 


Important Information 


¢ Please note that if you save a jam session using 
your own riffs, you must load back in both the 
riffs and the jam session. Failure to do this will 
cause problems. 


¢ Also, please avoid recording jam sessions using 
riffs that you have created using the sample editor. 
Such sessions will not load into the product. 


* Please do not continue to insert files into a song 
once you have noticed the memory has run out. 
This may lead to problems. 


¢ Further instructions on items such as 
loading/saving can be found in the on-line help 
sections within the product. 


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Language selection 


The first screen you will see after watching the 
Codemasters / Jester Interactive logos is the 
language selection screen. Here you can choose 
between the different languages offered in 
music 2000". Choose wisely, or things may 
get a little hard to understand. Use the left and right 
Directional buttons to move between the options, 
and press the X button to select a language. 


The main screen layout 


At the top left of the screen, you will see the 
six main menu icons, which are : 


Song Track: This is where you create 
and play songs 

(ms Video Track: This is where you create 
and play videos 

c% Music Jam: This is where you can jam 
with 1-4 players 
Load and Save: Use this to load and 
save songs and information 
CD Player: This lets you play audio 
CDs, and also record samples from them 
Options: This allows you to clear 
songs and videos, as well as giving you 
information on the current song / video 








At the top centre of the screen is a small box 
which tells you the current tempo (beats per 
minute) of your song, as well as a graphical 
display of which beat is currently being played. 


The top right part of the screen tells you the 
name of the currently loaded song, along 
with the current position within the song (in 
number of bars). It also shows you the length 
of your song (in hours, minutes and 
seconds), and below this the current time 
within the song. On the right hand side of this 
box are four coloured bars. These give you 
details on the memory usage of your Console 
as follows : 


Bar 1 (Blue): this is the amount of 
sound memory taken by the currently 
loaded samples, if you reach the top 
you have filled the allocated space. 
Bar 2 (Light Blue): This is the amount 
of Console memory used by song 
and video data 

Bar 3 (Red): This is the amount of 
video memory used by the loaded clips 
Bar 4 (Pink): This tells you if there is 
enough room on your MEMORY CARD 
to save your song / video 


There is an information line below the menu 
icons, which displays information on the 
current screen and action. 


Most of the screen is taken up with the song track 
display. There are 24 channels which run verti- 
cally. If you hold the down button, you will scroll 
through the channels. Each channel is 999 bars 
long (more than enough for even the longest of 
songs), and is split into boxes. Each box repre- 
sents a bar of your song, and every four bars 
there is a light blue box to represent the start of 
each four bar section. There are scroll bars on 
the right hand side and also below the main track 
display, which show whereabouts within the 
screen you are. Under the track display are num- 
bers which display the bar number of each bar on 
the screen. As you may have guessed, time 
moves horizontally. The start of your song is atthe 
left hand side of the screen, and as your song 
plays, the song will move to the right. 


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Controls in) Mouse Movement 
Ke) >) Move cursor around the 


: tet screen / menus 
You can use either a Digital Controller to © 


move around the screen, or a Mouse. Display the menu 


for this screen 






Shortcut buttons 
(you don’t need to use these, but they provide 
instant access to certain functions) 





Go back 
to the 
previous 
menu 





————* Action/ place a riff 
Display the alii 


menu for 
this screen 






+e Action / 
place a riff 






‘Shortcut for 
editing areas Delete 


aiff When you insert a Mouse into a 


Controller port, a mouse pointer will automat- 
ically appear, which you can then control 
using the mouse. You can use a Mouse anda 
Controller at the same time. 


Move around the 
screen / menus Audition a riff 


or play song 























Online Help 


Wherever you are within music 2000", 
you can press the O button (or right mouse 
button) to display a menu. This menu will 
show you all the different options you have at 
the current point. You then simply move up 
and down the menu, and choose the option 
you want. 


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If you would like some more information about 
any of the options within a menu, move down 
to the ‘Help’ option at the bottom of every 
menu. Clicking on this will allow you to 
choose which item you'd like help on. Click 
whichever option you want, and it will display 
a full description of what the option does. This 
is a great way of learning about the more 
advanced features of music 2000". 





Redo / Undo 


lf you accidentally make a mistake, and per- 
form an action you didn’t want to do, most 
menus have an ‘Undo’ option. Selecting 
‘Undo’ will reverse the last action you made. 
If you then decide that you did want to perform 
the action, you can click on the ‘Redo’ option, 
which will reverse the ‘Undo’ option. 


Volume 






Underneath the 24 channels are four more 
channels, each of which has a specific 
function. The first is the volume channel. The 
very first bar here can be used to set the 
volume for the entire song. Clicking on this 
bar will allow you to choose the initial 
volume (at the start of your song), and the 
final volume (at the end of your song). This 
allows you to fade your song up or down. If 
you just want to alter the volume throughout 
your song, change the start/end volume. 


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If you click on any bar other than the first, 
you will then be asked to select a range of 
bars, and again you can alter the start and 
end volumes for your selection. For example, 
if you wanted to fade out your song over the 
last four bars, move to the fourth bar from the 
end, press the X button, move to the final bar 
(doing this causes the final four bars to be 
selected) and press the X button again. You 
can then set the start volume to 100, and the 
end volume to 0. Your song will then fade out 
over the last four bars. 


Reverb 


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Underneath the volume channel is the reverb 
channel. Reverb is an effect which is similar 
to clapping your hands in a large hall - the 
sound seems to hang in the air for a while, 
and this is the kind of effect that you can 
alter here. 

The first bar allows you to set the reverb 
setting for the entire song. You can change 
the type of reverb to any of the following 
standard settings : Room, Studio A, Studio B, 
Studio C, Hall, Space, Echo, Delay and Pipe. 
For each reverb type, you can alter the 


depth, delay and feedback rate. 

If you want the reverb to alter over a number 
of bars, click on the first bar, and then move 
over and click on the last bar of the 
sequence. You can then set the depth, delay 
and feedback settings for both the start of 
the sequence, and for the end of the 
sequence. These will then automatically 
change as the sequence plays. 


BPM 





Underneath the reverb channel is the BPM 
channel. This allows you to set the tempo 
(number of beats per minute) of your song. 
The first bar allows you to set the tempo for 
the entire song. If you want a constant 
tempo, alter the start/end setting. Otherwise, 
you can get the song to speed up or slow 
down by changing the start and end tempos. 
If you want your song to speed up or slow 
down over a number of bars, you can select 
the first bar, select the final bar, and then set 
the start and end tempos. 


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Transpose Key 





The track at the very bottom is the transpose 
key track. This is a really useful track that 
allows you to change the key of all the music. 
To use it, select the bar you want to 
transpose, and then choose the key you want. 


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Most of the standard riffs are in the key of 'C’, 
so a very simple key change is to cycle 
repeatedly between C, F, G and then F again. 
If you don't want to alter the default key, 
choose the icon on the left. You can also 
specify whether you want the key to be 
changed into a minor or major key. Select 
‘None’ if you want to leave the minor/major 
notes as they were by default. Please note 
that you need to select the key to transpose 
to before placing the riffs into that bar. 


World View 


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If you go to the menu from the song track 
screen, and choose ‘World View’ you will be 
able to see all 24 channels on the screen at 
once, as well as 50 bars as opposed to the 
standard 18. This can be very useful to get an 
overall view of your entire track, and to see 
how it is working. To get back to the normal 
view, go to the menu, and select ‘Cancel 
World View’. 








MAKING A SONG USING RIFFS 
Introduction 


Making a song using the riff library is very 
easy, essentially placing musical building 
blocks together. There are so many different 
riffs in the library, and so many different 
combinations, that you may well never want 
to try out anything other than this section. 


The riff library 


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There are over 1000 different ‘riffs’ which are 
split into different musical styles and 
sections. There are two ways of going into 
the riff library from the standard song track 
screen - either via the menu (press the O 
button, and then choose ‘Riff library’) or 
using the shortcut, which is the & button. 

Within the riff library, the top word is the 
style of music (Beat, Drum’n’Bass, House 





etc) and below that you can see the type of 
riff (Bass lines, Drum loops, Melody etc..). 


Moving left and right will change the type of 
riff. If you keep moving in one direction, you 
will move into a different style of music, and 
eventually you will get back to where you 
started. Moving up and down will allow you 
to see all the different riffs within a section. 
If you want to hear (audition) a riff, simply 
press the START button, and it will 
demonstrate the riff for you. If you are happy 
with a riff, and want to place it into your 
song, press the X button to load it in. 


Placing a riff into your song 


Once you have loaded a riff in, you will find your- 
self back on the song track screen. You can 
move around the screen, and press the X button 
to place a riff into your song. Note that riffs can 
be between 1 and 8 bars long, and also some of 
the more complicated riffs can use several 
channels. Therefore, if at any point, you can't 
place your currently chosen riff into the song, it 
may be that it doesn't fit at the current point. 
Move to a different place and try again. With a 
little bit of practice, you will see how this works. 
You can place any riff in any position. Placing 





two identical riffs next to each other horizontally 
will cause the riff to play twice in succession, 
and placing two identical riffs underneath each 
other will play the riff twice as loud. 


Playing the current song 


You can press the START button to play the 
song from the current point. The START 
button also stops a song playing. If you want 
to hear the song right from the start, hold the 
left Directional button down until you reach 
the start of the song, and then press the 
START button to play it. You can also ‘Go to 
song start’ and ‘Go to song end’ via this menu. 


Deleting riffs 


If you want to delete a riff, simply move over 
its icon, and press the O button. 


Copying and pasting riffs 


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You can copy and move an area of any size - 
from just one bar, to a large block of bars. 
Firstly, move to the top left hand corner of the 
area you want to select. 

You can select an area in one of two ways. 
Either press the O button to bring up a menu, 
and choose ‘Area Selection’, or press the 
SELECT button, which is a shortcut. Now 
move to the bottom right hand corner of the 
area you want. Pressing the O button will 
now bring up the menu. You can choose to 
copy the area (leave the original selection 
there, and place a copy somewhere else), 
cut the area (delete the original selection, 
and place it somewhere else), or join riffs 
(which allows you to merge a number of riffs 
into one big riff). 


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If you have chosen to Cut or Copy, you can 
then move the selection box to wherever you 
want to place your selection, and press the 
X button to place it. 


Changing the volume of riffs 


To change the volume of a riff, move over the 
riff you want to change, and choose ‘Change 
riff volume’ from the menu. To alter the 
volume throughout the riff, change the 
start/end section. Otherwise, you can set the 
start and end volumes in order to make the riff 
get louder or quieter. The maximum volume of 
a riff is 100. If the riff still isn’t loud enough, 
either lower the volume of other riffs in your 
song, or place an identical copy of the riff 
below it. This will instantly double the volume. 


Riff palette 


Once you have used a riff once in your song, 
it will be placed into your Riff palette. You can 
bring this up by pressing the & button, or by 
choosing ‘Riff Palette’ from the menu. This 
makes it quick and easy to find a riff that you 
have already used. If you create your own 
riffs, they are also placed here. 


CREATING YOUR OWN RIFFS | 


Introduction 


mUSic 2000" gives you the facility to 
create your own riffs, note by note. There are 
over 2000 individual instrument samples for 
you to use (each one of which has been 
recorded three times, at different levels of 
quality). You can also record samples from 
any audio CD, which you can also use 
instead of a standard sample (see section 4). 


Starting a blank riff 


On the Song Track screen, either press the 
button, or go to the menu and choose ‘Riff 
Editor’. You will then be able to move left and 
right to decide how long you want your riff to 
be - as little as 1 bar, or as many as 8 bars. 
You can also decide how many channels you 
want your riff to use. For most tunes and 
bass-lines, you will only need one, but if you 
want two notes to play at the same time, you 
will need to use two channels, and so on. 
The maximum number of channels you can 
use in one riff is twelve. Once you are happy 
with the size of your riff, press the X button 
to enter the riff editor. 











You will see a screen which isn’t as 
complicated as it may look ! On the left hand 
side are the numbers 1 to 6, which represent 
octaves of a keyboard. The current octave is 
highlighted. Next to these numbers are a 
representation of the keys of a piano. It is 
essentially a piano on it's side which is six 
octaves long. In a similar way to the standard 
song track screen, time goes from left to 
right. Don’t worry about the icons on the right 
hand side of the screen for now - they 
provide lots of advanced effects which you 
won't need to use at the moment. 


At the bottom of the screen are the channel 
numbers. Most of the time, you will only use 
one channel, but if you are making more 


complicated multi-channel riffs, the 
currently selected channel will be 
highlighted. 


There are a vast number of different 
instruments which you can choose from. You 
can either press the I button to go straight into 
the sample library, or else press the O button to 
enter the menu, and choose ‘Sample library’. 
This works in a very similar way to the riff library. 
Move left and right to change the type of sam- 
ple, and then up and down to see all the samples 
within a particular section. The START button 
demos a sample, and once you are happy with 
a sound, you can choose to load a sample at 
one of three different rates. A sample rate 
affects the quality of the sample - 11 kHz is the 
lowest quality, and 44 kHz is the highest 
quality. However, using a high quality sample 
takes up more memory, so if you are making a 
complicated song, you won't want to use 44 kHz 
samples all the time, as this may result in you hit- 
ting the limits of memory, and not being able add 
any new samples. You might find it easier to use 


22 kHz for everything, which provides a good 
balance between quality and memory use. 


Putting them into the loaded sample list 


Once you have chosen a sample rate to load 
in, you will be shown a list of all the samples 
you currently have loaded in. If you have 
used any standard riffs in your song, the 
samples used will be in here already. Choose 
a blank slot for your sample, and press the X 
button. Note that you can replace existing 
samples with the new sample you have just 
chosen. For example, if you don't like the 
current bass sample, find a new bass 
sample, and replace the current one in the 
sample list. 


Recording 


There are two ways to record a riff; 
step-time, and real-time. In step time, you 
place the notes wherever you like, and then 
press the START button to hear the riff. 


Step-time record 

Use the Directional buttons to move around 
the riff, and place the instrument with the x 
button. Move up and down to alter the pitch 
of the sample, and if you move up past the 
highest note of the keyboard and return to 
your original position at the bottom you have 
risen a whole octave. Similarly, moving down 
when you are at the bottom of the riff will 
decrease the octave. Moving left and right 
alters the timing of the note. 


The lighter coloured squares show each 
beat of each bar (there are four beats in a 
bar). The best way to understand step-time 
recording is to place a few notes in at differ- 
ent places, move to the left hand side, and 
press the START button to play the riff. If you 
make a mistake, you can press the 0 button 
to delete a note, and holding down the 
button whilst moving right, makes the note 
hold for a longer amount of time. 


Real-time record 

If you would rather use your own rhythm to tap 
the notes in, choose ‘Realtime recording’ from 
the menu. Move up and down to alter the pitch 
of a note, and then press the X button at the 
right time to enter a note there. If you make a 





mistake, you can press the O button to delete a 
note. Pressing the @ button will allow you to 
practice your timing and pitch without actually 
entering the note into your riff. You can stop 
real-time record by pressing the START button. 


Note parameters 
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For each note, you can alter any of the note 
parameters. A word of caution - these are 
not for beginners. Don’t think about using 
these until you are confident with the riff 
editor. There are two ways of entering the 
note parameters section - either pressing the 
button, or selecting ‘Note Parameters’ 
from the menu while highlighting the note 
you wish to edit. 


Note muting 
You can use this to mute (silence) a note. When 
the icon is red, the note has been muted. 


Note pitch-bend 
This applies pitch-bend to the note. You can 
use this to bend the pitch between two notes. 


AM Channel (Low Frequency Oscillator) 
This is a very advanced effect. When you 
choose this, a new channel will be created. 
Anything you place into this new channel will 
not be played as normal. Instead, the volume 
of whatever is placed in the new channel will 
directly alter the pitch of whatever is placed 
in the current channel. Try it and see! 


Note volume 
This allows you to alter the volume of the note. 


Note repeat 

This allows you to repeat a note very quickly, 
allowing you eight subdivisions within one of 
the blocks. Move left and right to change the 
subdivision, and move up and down to alter 
the status. A yellow block means that the 
note will play with reverb, a red block means 
the note will play without reverb, and a black 
block means that the note won't play. 


Note vibrato 

There are two settings for the vibrato of a 
note (the wobbling in pitch of a note). The 
first is the vibrato depth, and the second is 
the vibrato speed. These control respective- 
ly the amount and the speed of the wobble. 


Note sample start 

This controls the start point of where a 
sample starts playing from. For example, if 
you have a vocal sample that says ‘coming 
soon’, you can alter the start point so that the 
sample just says ‘soon’. Use of this can 
create some fantastic new effects from 
existing samples. 


Note effect 

There are a large number of different effects 
that you can use on a note to make it sound a 
little different. Choose the effect you want from 
this menu. The best way to understand the dif- 
ference between the effects is to try them all. If 
you don’t want an effect, choose ‘None’. 


Envelopes 


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Note volume envelope 

This is a very advanced feature which lets you 
manually alter the volume envelope of a sam- 
ple. On the graph, time goes from left to right, 
and the vertical scale is the volume. Therefore, 
you could make the sound start really loud and 
then tail off, or start quietly and then get louder. 
Use the menu to choose from a number of 
default envelope shapes, or hold the X button 
down to alter the position of any of the points. 
You can also add and delete points from the 








graph, again using the menu. As will all of the 
parameters, any changes you make will be 
saved with your song. 


Note pan envelope 

This is another advanced feature that allows 
you to alter the stereo position of a sample. 
Time goes from left to right on the graph, and 
the stereo position runs vertically. Again, you 
can use the menu to choose from a number 
of default settings, or else create your own. 


Note pitch envelope 

The final parameter allows you to alter the 
pitch envelope of the sample. Time goes from 
left to right, and the pitch runs vertically. 
Again, there are a number of default settings 
for you to try out. 


is 
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Multi-channel riffs 





As mentioned earlier, riffs can consist of 
several channels. Each channel can have 
one sample playing at a time, so if you want 
to create a riff with three samples playing 
simultaneously, you will need to make a 
three-channel riff. You can use the menu 
option ‘Change active channel’ to toggle 
through the different channels. The notes in 
the current channel will be displayed bright- 
ly, and other notes from other channels will 
be dimmed out. This makes it easy to make 
complicated chords. Note that pressing the 
button is a quick way to jump through the 
different channels. 


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Customising your riffs 


Using the menu within the riff-editor, you can 
alter the name and icon for your riff. These 
options are self-explanatory. 


Storing your riffs as palettes 


Any riff you create will automatically be 
stored in the riff palette. This makes it easy 
for you to quickly find any of the riffs that you 
have created for the current song. 


Resizing / cloning riffs 


Using the song track menu, you can choose to 
resize the riff. This will allow you to shrink or 
grow the riff. Move using the Directional buttons 
until you are happy with the new size, and press 
the X button. Note that if you shrink a riff, you 
will lose any notes that are removed during this 
process. 

You can also ‘clone’ a riff. This allows you to alter 
one riff without changing all the other identical 
riffs in your song. Move over the riff you want to 
clone, go into the menu (using the O button) and 
select ‘Clone riff. You can now alter this riff 
without changing any other identical riffs. 


Muting riffs 


Within the Song Track menu, there is an 
option to change the ‘mute status’ of a 
channel. This lets you mute (silence) the 
whole channel. This can be useful when you 
just want to hear what the song sounds like 
without it playing. Changing the mute status 
again will turn the channel back on. 


Splitting riffs 


You can split a riff into separate riffs. Move 
over the riff you want to split up, and select 
‘Split riff'from the menu. Once you have split 
a riff up, you can recombine any parts you 
want to by selecting them and using the ‘join 
riffs’ command (see section 2 copying and 
pasting riffs p13). 














e 


SAMPLING / EDITING SAMPLES 


Introduction / legalities 


music 2000" allows you to edit any of 
the samples that are provided with the 
product, and also allows you to record 
samples from any audio CD. Please note that 
this feature is designed for your own 
personal use - distributing or publishing 
songs using samples taken from commercial 
CD's is illegal without permission from the 
copyright owner. Therefore, if you plan on 
trying to publish or copy your creations, we 
strongly advise that you only use the CD 
sampling feature to record copyright-free 
samples, such as those found on specially 
recorded sample CD's. 


Recording a sample from an audio CD 


Samples are recorded from the CD player option 
at the top of the main screen. When you enter the 
CD player option, you will be asked whether you 
wantitto generate a video for you, or whether you 
don’t want to have a video. The automatic video 
generation is designed for parties where you play 
your favourite audio CD's, and music 2000" 


generates videos to accompany your music. As 
we're going to record a sample from an audio CD, 
please select ‘No video’. 


Selecting the sample quality 

You will then be prompted to enter an audio 
CD. Before you do this, confirm the sample 
rate at which you want to record a sample - 
44kHz, 22kHz or 11kHz. The higher the rate, the 
higher the quality, but the more memory (and 
space on your MEMORY CARD) will be used. 
We suggest you use 22kHz most of the time. 
Remove the music 2000" disc from the 
Console, and put in your audio CD. 


| 
| o") Please insert an audio disc. 


Cancel ®@2khz sampling 





Recording the sample 

You will see a standard CD player interface. 
The icons allow you to change the current 
track number, forward and rewind through 
the current song, play, pause and stop the 
current track, and there is also a record 
button (the large red circle). 


Firstly, find the track you want to record, and 
set it playing. As soon as you reach the point 
that you want to start sampling, click on the 
‘record’ icon. 


You will see the bottom counter start to 
increase, which shows you how much you 
have recorded. When you want to finish 
sampling, click on the ‘stop’ icon, or press 
the A button. It is best to try and keep the 
samples as small as possible, as they will 
use up memory quickly, and also take a large 
amount of space on a MEMORY CARD when 
you want to.save your song. 


Once you have finished recording, press the 
A button to exit. You will be asked to take out 
the audio CD, and put your music 
2000 "disc back in. 


Placing a sample into a riff 

Go back into the song track screen, and 
create a new blank riff. Instead of going into 
the sample library, go into the sample palette 
(either by pressing the & button, or via the 
menu). You will see at the bottom of the 
sample list, a new sample called ‘Sample 
0001’, which will contain the sound you just 
recorded. 

You can use this just like a normal instrument 
sample, and place it into your riff. Everything 
that you can do with a normal sample, you 
can do with one you have created yourself. 
See section 3 for more information. 


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Using the sample editor 


The sample editor allows you to edit any 
sample, whether it is a standard sample that 
came with music 2000", or whether it 
is a new sample you have recorded from an 
audio CD. To enter the sample editor, you 
need to be in the sample palette screen. 
Highlight the sample that you wish to edit 
and press the menu button, and you can 
choose the ‘Edit sample’ option. 


You will see a graphical representation of 
your sample. 


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Here you can edit your sample in a number of 
ways. 


The three markers 

There are three pairs of markers. The top pair 
represents where your current position in the 
sample is, and when you are moving this 
marker around, the hourglass icon on the top 
right will be highlighted. 

The second pair of markers shows the start of 
the sample edit area, and is represented by 
the left arrow icon. As you move this around, 
you will see parts of the sample turning into a 
black background. Finally, the third pair of 
markers represents the end of the sample edit 
area. This is represented by the right arrow 
icon, and again, parts of the sample will have 
a black background as you move this around. 


Sample editor icons 

The first three icons are mentioned above. 
The fourth icon represents the loop point. 

The 'K'-shaped icon shows the size of your sample 
in bytes (i.e. how much memory it takes up) 

The next icon tells you whereabouts in the sample 
the left of the screen is. This is useful to know if 
you're zooming in to a section within your sample. 
The next icon tells you whereabouts in the sample 
the right of the screen is. Again, this is useful to 
know if you're zooming in to a section within your 
sample. The final icon shows the size of the 
current editing zone (the area highlighted in blue). 


Cutting, copying, trimming and pasting 

In order to select an area within your sample, 
you need to move the start markers to the start 
of that area, and the end markers to the end of 
the area. The area will then have a blue back- 
ground, and the rest of the sample will have a 
black background. You can copy the highlighted 
area by choosing the ‘Copy’ option from the 
menu. You can then paste the area you have just 
copied using the ‘Paste copied area’ option. The 
‘Cut’ option works in a similar way except that it 
deletes the area you copy. Trimming is a very 
useful option - this will delete any area in the 
sample with a black background, so you can 
use this to remove any areas of silence or areas 
that you didn’t want to record. 


Zooming in / out 

You can use the Zoom into area‘and ‘Zoom out’ 
options to alter the magnification of the sample 
in order to concentrate on more detailed areas. 


Note: There are some complicated parame- 
ters which we don't have room to fully 
explain in this manual. More details on these 
can be found in sampling journals, or by 
searching the internet. 


Effects 

There are a number of advanced effects that you 
can apply to a selected area. All the effects listed 
below are accessible by pressing the & button. 


Loop on: This lets you toggle whether 
or not the sample will continue to loop 
once it has finished playing 

Alter sample ADSR values: Changes 
the note volume envelope for the sample 
Comb filter: Cuts out any unwanted 
frequencies 

All-pass filter: Adds delay and feed 
back to the sample 

Reverb filter: Adds reverb to the 
selected area 

High / low pass filter: Allows just the 
high or low frequencies to be heard 
Flange filter: Adds a flange effect to 
the selected area 

Phase filter: Adds a phase effect to the 
selected area 

Chorus filter: Adds a chorus effect to 
the selected area 

Bandpass filter: lsolates a band of 
frequencies from your sample 





Reverse 

This literally reverses the selected area, so it 
plays backwards. This can create some very 
unique sounds! 


Normalise 

This is a very useful function which alters the 
volume of the sample so that it will match well 
with the other standard samples in Music 
2000". If your audio CD is quiet, or if you 
record a quiet section of music, this is very use- 
ful for bringing the volume up to a normal level. 


Mixing samples 

This is a feature which you can use to add two 
samples together. First of all, select the first area 
that you want, and choose the ‘Copy’ option. 
Then go to the second sample, select the 
required area, and choose ‘Mix samples’. The 
two samples will be mixed together, and you will 
end up with one sample that contains both 
sounds. This is great for saving memory. You can 
obviously keep repeating this process to add 
more and more sounds into one sample. 


The sample palette 

As we mentioned before, the sample palette 
contains a list of all the samples that are used in 
the current song. In this section, we'll find out 


what we can do with this list. 


Optimising the loaded sample list 

This is a very useful option which will remove 
any sample from the list that is not being used 
in the song. This may happen if you use a riff, 
and then delete it. The samples it used will still 
be loaded in and stored in the list until you 
choose ‘Optimise sample list’. This is great 
for saving memory, as it frees up any space 
used by samples which aren't being used. 


Selecting and deleting samples 

Selecting a sample is done by pressing the X 
button or choosing ‘Select sample’ from the 
menu. You can delete samples using the 
‘delete sample’ option, but bear in mind that 
any riffs using that sample will not be audible 
until you replace it. 


Downgrading and upgrading samples 

If your sample has been recorded at 44kHz, 
and you want to save memory, you can 
choose to downgrade the sample. The first 
time you downgrade, it will change to 22kHz, 
and the second time to 11kHz. Similarly, you 
can downgrade a 22kHz sample to 11kHz. 
Remember that there will be a drop in the 
quality of the sample. You can also upgrade 


samples, but this doesn’t work as well as 
re-recording the sample at a higher level. 


Saving your edited samples 

Your edited samples are automatically saved 
with the song. Note that if you edit any 
default samples that come with music 
2000)", it won't save the new sample, just 
the changes you have made. This means it 
doesn’t take up as much room on the 
MEMORY CARD, but you still get to store all 
the alterations. 


MEMORY CARD space 

If you record several samples, or if you 
record any long samples (more than four 
seconds), you will find that the song starts to 
take up a large amount of space on your 
MEMORY CARD. Bear this in mind, and try 
and limit the number of new samples that you 
use in your songs. 


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MAKING A VIDEO USING CHASES 


Introduction 


Making a video using Chases is a very 
similar process to making songs using the 
riffs. There is a large library of video chases, 
consisting of many different types, from 
background images, to 3D shapes, to 
cameras and feedback effects. 


It's simply a matter of putting different 
chases together and seeing what happens. 
The best way to understand the video side of 
music 2000" is to get stuck in, and to 
experiment, trying all the different chase types. 


Videos explained 

You can access the video track from the main 
menu on the top of the screen. You will see 
that there are four main channels, as well as 
a channel for a camera, a kaleidoscope 
effect, a DVE (digital video effect) channel 
and a video clip. You can put a shape or a 
background into each of the main four chan- 
nels. Time goes from left to right in exactly the 
same way as with the music. 











The chase library 

The chase library contains a large number of 
different chases. You can place any of the 
shape and background chases into the main 
four channels, and any of the cameras, 
effect channel and video chases into their 
respective channels. Press the @ button or 
select ‘video library’ from the menu. You can 
move around the library, demonstrating the 
chases by pressing the START button and 
loading in a chase using the X button. 
Place the chases into your video using the 
X button, and use the D button to delete any 
mistakes. 

You can use the START button to play the 
song and video together, which you will see 
in the small TV box in the bottom right corner. 
You can toggle full-screen display by 
pressing the & button. 


Moving and deleting chases 

You can select an area, cut, copy and paste in 
exactly the same way as with the music sec- 
tion (Copying and pasting riffs, section 2 p13). 


CREATING YOUR OWN CHASES 
Introduction 


music 2000" contains a very advanced 
video editor to allow you to create your own 
unique visuals to accompany your songs. 


Selecting a blank chase 

You can choose a blank chase by either 
pressing the & button, or by choosing ‘Edit 
video clip’ on the menu. You will then need to 
decide how long the chase will be by moving 
left and right. When you are happy, press the 
X button to continue. 


You must then choose the type of chase - a 
shape, a background, a particle, some text, 
or a tunnel effect. 





The chase editing screen 

As you have seen, the chase types you can 
choose from include shapes, backgrounds, 
particles, text and tunnels. You can now 
apply numerous effects and movement to 
your initial clip type - including colour 
changes, spines, rotations and scaling. To do 
this either press the button or choose ‘Add 
chase’ from the current menu. So you now 
have two chase elements displayed on 
screen. Highlight the chase element to be 
edited and then press the X button. You can 
edit thousands of different parameters 
including - the number of shapes in your 
scene, the layout of objects, the direction of 
rotations, the size of the main chase element 
- in fact you can take complete control of the 
visuals displayed on the screen. The left and 
right Directional buttons alter the value of 
the highlighted chase value. 


Timeline 

This feature allows you to add additional 
steps to your current video chase. Action in 
a video-clip is made possible by transitions 
from one step (or a moment in time) to 
another. You can include many of these steps 
to each individual chase element. 


Press the I button or select ‘Edit Timeline’ 
from the menu. You can now add steps to the 
current chase type. To do this - hold down 
the X button and move the flashing green 
cursor (with the Directional buttons) to the 
position of your choice on the Timeline. If you 
press the A button after doing this, you 

will be able to select the current chase 
element (with the X button) and change its 
parameters. These changes will be stored on 
the Timeline. The Timeline is in essence a 
series of instructions that will bring life to 
your video-clip - but only when used in 
conjunction with the Global Settings. 


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The timeline edit function is accessed from 
the chase edit mode and is used in conjuction 
with the global settings to czreate videos 
which react to markers placed along the 
timeline. The markers trigger chosen 
changes in the clip parameter values. To use 


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this function, access the timeline (R1), add a 
trigger, alter a clip parameter value and 
define the global settings. The video will now 
display your changed settings at the point the 
marker is reached along the timeline. 


Globeals 


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Global settings 

If you have left information on the Timeline you 
can make your video trigger off the notes on a 
music channel or a button on your 
Controller (amongst other things). So, for exam- 
ple, you can make the background change 
every time a cymbal is struck. Or you can make 
an object change size with every beat of the 
song. The possibilities are endless. 


You enter the Global Settings section by 
pressing the & button or by selecting ‘Edit 
global settings’ from the menu. There are 
three parameter boxes with arrows on either 
side in the Global Settings panel. 


If you toggle through the parameters in the 
top box you will see that you can set the visu- 
al effects to trigger off a specified audio 
channel (1-24). 


If you edit the parameters in the middle box 
you can make your visuals trigger off - 

1. Buttons on your Controller 

2. Sixteenths of the bar 

3. Each beat of the song 

4. The first beat of each bar 

5. Random parameters. 


The box at the bottom defines how the infor- 
mation on the Timeline is played. 


1. The cursor can scroll from left to 
right and back again through each 
edited stage of the Timeline. 

2.The cursor will ‘step’ through 
each edited position on the Timeline. 
3.The cursor can swiftly ramp up 
through all the parameter changes 
and then drop back to the start of the 
Timeline. 

4.The cursor will play the Timeline 
from one end to the other over the 
length of the video clip (as 
represented on the track screen). 


The box to the right in the Global section has 
a slider that can be moved up and down to 
define the sensitivity of the trigger. Set it to 
the top for the most sensitive response to the 
trigger you have added. 


The numbers 1, 2, 3 and 4 at the right of the 
Global section refer to the four video 
channels. This feature is only accessible 
from the DVE channel (DVE stands for digital 
video effect) which is the channel at the 
bottom of the video screen. 

If you select one of the four numbers the 
corresponding channel will be deactivated 
and not included in the current DVE effect. 


Clone Video Clip 

Changing or editing an existing video clip will 
change all instances of the video clip 
throughout the whole arrangement. There is 
a way to avoid this. If you select the Clone 
Video Clip option (while highlighting a video 
clip on the video track screen) it will create a 
new video clip modelled on the existing one. 
The background colour of the icon will now 
have changed. Any changes you carry out 
will not be applied to other versions of the 
original video clip. 





Auto-Generating a video 

This function will automatically create a video 
for you. Perfect if you have just written a piece 
of music and you want to see visual 
accompaniment. This feature is capable of 
creating some very impressive results. 

Select ‘Auto-generate video’ from the Video 
Track menu. After selecting this option you will 
see that there are two auto-generate parame- 
ter values that you can adjust before the cal- 
culations begin. Select ‘Generate video’ and 
mMUSsic 2000" will cook you up a video. 


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Introduction 


Music Jam is a mode designed for 1-4 
players, which allows you to make music by 
jamming in a very simple and fun way. In order 
to play with more than two players, you will 
need to have a Multi Tap and one 
Controller for each person. 


Note; When using a Multi Tap, please make sure a 
Controller is always inserted in Multi Tap Controller 
port 1-A. Itis recommended that additional Controllers 
are inserted sequentially (1-A, 1-B, 1-C etc). 





The screen is split into four sections, one in 
each corner. Each section represents one of 
the Controllers, and the various buttons found 
on a Controller. 





Playing the samples 


When you enter the music jam mode, each play- 
er should press a button on his Controller. 
His/her corner of the screen will light up, and 
each player will be prompted for a template to 
load. A template is a set of riffs, one for each but- 
ton on the Controller. There are a large number 
of templates which are supplied with music 
2000", which are specially designed for 1, 2, 
3 or 4 player jamming. However, each player can 
load any template. As a template loads in, you 
will see the different buttons lighting up in your 
corner of the screen. Once all the riffs have 
loaded in, you are ready to jam. 


Pressing a button will play the sound on that but- 
ton. The X, O, O and A buttons all have 
the main loops. The G1, [4, & and & buttons have 
samples which don'tloop, and the four Directional 
buttons have special uses. 

In order to loop a riff, press the START button at the 
same time as you press that button. Then let go of 
both buttons. The sound will continue looping-until 
you press the button again. For example, if | press 
the O button and START together, and then let go, 
the O riff will keep repeating, and the O icon onthe 
screen will keep flashing. If | want to stop the 
O button playing, | can press it again once. 


In this way, each player can get several 
samples looping at once, whilst playing the 
samples on the @, ©, & or buttons by 
tapping/holding down the buttons. 


The different buttons 

The four main buttons (<,O, and A buttons) have 
looping riffs. These are designed for looping. The G1, 4, 
fl and & buttons have riffs that are designed to be trig- 
gered manually by the player. The left/right buttons have 
instrumental breaks, which temporarily mute riffs and 
loops, and play a break instead. When you let go of the 
lef/right Directional buttons, the loops will start play- 
ing again. The up/down Directional buttons alter the 
volume of the current playing riffs, and if you press one 
of the 0, ©, Gl and & buttons and then the left/right 
Directional buttons, you can raise or lower the octave 
of the sample. Ifyou tap the Directional buttons quick- 
ly itwulll alter the pitch by half an octave. 

As mentioned before, the START button is used to loop 
riffs, and the SELECT button brings up a menu for each 
player. 





Changing sounds / templates 

If any player pressed the SELECT button, they will 
bring up their jam menu. 

Here they can choose ‘Load new template’. This 
allows them to pick a new set of sounds. These 
sounds will take a few seconds to load in, but the 
other players will be able to continue playing 
whilst this happens. The player can also select 
‘Change button sound’. This prompts the player to 
press a button. It will then go to the riff or sample 
library, and allow the player to choose a riff or 
sound to assign to that button. In this way you can 
create your own custom templates, which you 
can save (see section 8, Loading and Saving p34). 
To load a user-defined riff, press the SELECT button 
to go into the menu, select ‘Change button sound, 
select the button to change, and then when the 
styles menu appears, press the right directional but- 
ton once to access the song block palette, where 
any user riffs can be found. 


Changing the tempo 
Any player can choose ‘Set BPM from their menu, 
which will alter the tempo for all the players. 


Let's rotate ! 

If any player chooses ‘cycle button sounds’, it 
will rotate each player clockwise, so that player 
1 gets player 2's riffs, and so on. This means that 


co 


pee 





everyone suddenly has a different set of riffs to 
get used to. 


Melody mode 

If you are particularly musical, you can select 
‘Melody Mode’. This will prompt you to select one 
of your riffs. This will then become an instrument 
which can be played at the following pitches : 


PITCH BUTTON 


C (low) 
D iR2] 
E 
F [Ri] 
G A 
A oO 
B x 
¢ (high) Oo 


You can use this to create your own tunes. 
It's best to pick a good sample such as a 
bass or a melody sound. 


Recording and playing back jams 

You can record your jam sessions, and play them 
back at a later date. One player should select 
‘record jam’ from the jam menu, and everything 
that anyone plays will be recorded. Once you 
have finished, press the SELECT button to stop 
recording. You can then replay the jam by select- 






ing Playback jam’. \f you want to save your 
recorded jam, go to the Load/Save screen and 
follow the instructions in section 8 p34. 


Saving jam set-ups 

You can also save the set-up of the buttons 
within music jam. Again, follow the instructions 
in section 8. 


Hints 

With practice, you can get quick impressive 
results with music jam. One example is if you 
have all the main loops on (X, O,O and A), and 
then a couple of beats before the start of a bar, 
press all four buttons simultaneously to turn them 
off, tap a 2, 24, I or & button a couple of times, 
and then restart all the main loops on the first 
beat of the new bar. It's tricky, but sounds great. 


Certain templates will fill up the Console's 
internal memory quicker than others. As a gen- 
eral rule stick to 4 player templates when four 
pads are in use. Each template is optimised 
memory-wise for the number of players that it 
is supposed to be used for. Using a different 
template could result in the memory filling up 
and leaving one player with only one sample. 
The blue bar in the centre of the screen repre- 
sents the amount of memory available. 





LOADING AND SAUING 
Introduction 


The ‘Load and Save’ screen allows you to load 
from the MuUsic 2000" disc, or from either 
MEMORY CARD slot 1 or MEMORY CARD slot 
2. It also lets you save your songs and settings 
onto a MEMORY CARD. It's a great way to 
store your songs, so that you can turn your 
Console off without losing your work. 





Types of save file 
There are a number of different kinds of file 
that you can load and save. These are : 


Video clip: Also known as a Chase - 

a small component part of a video 
Video show: An entire video 

Song: An entire song 

Jam template: A set of samples which 
are set up to use in Music Jam mode 





Jam song: A complete Music Jam 
recording 


Selecting MEMORY CARDS or CD 


In the centre of the load/save screen are 
three icons, anumber 1, a number 2 and a CD 
icon. It's easy to change between them, by 
simply clicking on the relevant icon. Clicking 
on the number 1 icon will display all the files 
saved onto the MEMORY CARD in MEMORY 
CARD slot 1. Similarly, clicking on the number 
2 icon will display all the files saved onto the 
MEMORY CARD in MEMORY CARD slot 2. 
Clicking on the CD icon will display all the files 
that come with the music 2000" disc. 





an. 






-35- 


= 


Icons 


MEMORY CARD side’! 





The left hand side of the screen shows all the 
files on the currently selected MEMORY 
CARD or CD. The centre of the screen allows 
you to choose between the two MEMORY 
CARD slots and the music 2000" disc. 
The icons on the bottom of the screen let you 
choose between loading, saving, deleting, 
inserting and Jukebox mode. As you move 
over different save files, the icons on the 
right hand side of the screen light up to show 
what kind of properties it has. 


Song Icon: This lights up if there is a 
full song stored in the save file 
Video Icon: This lights up if there is a 
full video stored in the save file 

Jam Icon: This lights up if there is a 
jam song stored in the save file 


Song Block / Riff Icon: This lights up if 
the save file contains some individual riffs 
Video Clip Icon: This lights up if the 
save file contains some individual chases 
Unused Icon: Included for possible future 
expansion - don't worry about it for now 
Jam template Icon: This lights up if 

the save file contains one or more 
jam templates 


Loading / Saving 


In order to load, first click on the 1, 2 or CD 
icons in order to select whether you want to 
load from MEMORY CARD slot 1, MEMORY 
CARD slot 2, or the music 2000" disc. 
You will then see all the available files. Move 
over the file you want to load, and press the 
button. You will then be shown all the 
different data stored in the file, and you be 
given the option of which data to load in. 
All the data available will be highlighted, 
and you should move over the data, and 
press the O button to toggle the loading 

of each element. 

IMPORTANT: The © button can be used to 
toggle on/off the various components that are 
present in a save slot. Any component highlighted 
when you press the X button will be loaded in. 


Saving works in the same way. First click on 
the 1 or 2 icons in order to choose whether 
you want to save to MEMORY CARD slot 1 or 
MEMORY CARD slot 2. Then click on the save 
icon, and select which kind of data you want 
to save. 


Inserting files 

You can choose to insert a file rather than 
load it. Doing this will not clear the current 
song in memory, but will insert the new files 
in front of the current song. This can be 
useful for taking riffs and ideas from one 
song, and using them in another. 


Jukebox 

You can use the Jukebox mode to set a list of 
songs / videos to play. music 2000" will 
then load and play each song in turn. This 
could be useful for demonstrations and parties. 
First, click on the Jukebox’ option. An empty 
list of files will then appear. Click on each song 
you want to add to the jukebox, and they will be 
added to the list. You can add songs from the 
CD, and both MEMORY CARD slots in any 
order. Once you have finished selecting your 
songs, click on the ‘Play’ icon, and the songs 
will load and play in order. 


PLAYING YOUR OWN AUDIO CD’S 


Introduction 


music 2000" allows you to play your 
own audio CD's, whilst automatically 
generating a video to fit the songs. The video 
generation system is quite impressive, and 
tries to match the style, pace and content of 
the videos to the music. 


Automatic video generation 

Select ‘CD Player’ from the main menu. You 
will be initially prompted to decide whether 
you would like it to generate a video or not. 
You can also alter two settings on this screen 
which will affect the style of video 
generated. 


[*s) 











Choose ‘Generate video’, and Music 
2000" will load in a selection of video 
data which it will use with the audio CD. Note 
that this data it loads inis random every time, 
so you will get unique results every time you 
play an audio CD. Note: If you choose to gen- 
erate a video, you will not be able to record 
samples from an audio CD. 


You will then arrive at the CD player screen. In 
the bottom right corner of the screen are some 
standard CD player controls which allow you to 
change the track, skip forwards and 
backwards within the current track, as well as 
playing and stopping the music. Click the play 
icon, and you can sit back and watch the video 
get automatically generated. 





-37- eecececeeoee 


= 






OPTIONS MENU 


HARD 
Ge 130 O82 


Welcome’ te MUBIC 2060" 


Clear All 
Statistics 1/1 





Clearing music / video / all 

Clicking on ‘Clear music’ will clear all the 
current music from the song track screen. 
Make sure you are happy to lose all your 
current work before pressing this. Similarly, 
clicking on ‘Clear video’ will clear all the 
current video from the video track screen. 
‘Clear all’ clears both music and video. 


Centring your screen 

Once you have clicked on this option, you 
will be able to use the Directional buttons to 
move the screen vertically and horizontally. 
You can use this to make sure you can see all 
corners of the screen properly on your 
television. Once you are happy with the 
position of the screen, press the X button, or 
press the A button to cancel any changes 
you have made. 


Codemasters video 

Clicking on this option will display a 
Codemasters video which will show you 
about the range of other games that are 
being published by Codemasters. If you are 
interested in computer games, the video is 
well worth taking a look at. 


Statistics 

A number of useful statistics are given here, 
which you can use to see how much memo- 
ry you are Currently using. 


SRAM available 

This shows you how much sound memory 
(for storing samples) is currently free. When 
this reaches zero, you won't be able to add 
any more samples to your song. 


RAM available 

This shows you how much main memory (for 
your song/video) is currently free. Once this 
reaches zero, you won't be able to add any 
new sections to your song/video. 





VRAM available 

This shows you how much video memory (for 
storing textures/shapes) is currently free. 
Once this reaches zero, you won't be able to 
add any more video objects to your video. 


Riffs 
This shows you how many riffs you have 
used in your current song. 


Samples 
This shows you how many different samples 
you have used in your current song. 


Notes 
This shows you how many notes you have 
placed in your current song. 





Ye. 


- 39 - 


ga 


The screen has gone black and there 
is no music. 


It could be that music 2000" is in 
fullscreen video mode and the current 
song has come to an end, pressing the 
™ button will switch between 
fullscreen video and video track edit 
mode. If the screen is still blank check 
all Console and television power 
and aerial connections are secure. 


| have just deleted a Riff by mistake, 
help! 


Don’t worry Music 2000" has an 
undo feature in the Song track menu, 
choosing this will undo the last action 
taken by the user. However this is only 
a single level undo so you won't be 
able to rectify any previous mistakes 
so be careful when deleting. 


It takes time to navigate through the 


Riff and Sample library, as there are 
so many to choose from. 


@ 


re) 


If you press SELECT button and the 
Directional buttons this will take you 
through to the next music style and 
save you having to go through all the 
instruments within each style. 


| can never remember the shortcuts. 


If you bring up the menu (press the O 
button) then the functions with a 
shortcut will have the relevant 
shortcut on the right hand side of the 
menu. 


How do | make a copy of a Riff and 
edit it without affecting the original. 


Paste the Riff you want to copy then 
choose Clone Riff from the Song track 
menu (Press the O button).This will 
make a copy of your Riff but will also 
enable you to edit it without changing 
the original. The clone Riff option is 
handy for making subtle changes to a 
Riff without having to start from 
scratch. 


| have deleted my song from the song 
track editor using the Clear Music 
option, but my song had not been 
saved to MEMORY CARD. 


Sorry! but your song is irretrievable. 
Remember to always save your songs 
and videos to MEMORY CARD! 


In Music Jam mode there seems to be 
more buttons to press than | have 
fingers to press them with. 


If you press the start button then press 
a button with a Sample\Riff assigned 
to it, MUSIC 2000" will hold that 
button down for you, leaving fingers 
free to Jam. To stop MUSIC 2000" 
from playing the Riff simply press the 
button again. 


I've recorded a Drumloop from CD but 
can't seem to get it to loop correctly. 


Try adjusting the BPM. When you 
have recorded your sample you may 
have parts that you don’t need, so use 





the Edit sample option (from the Riff 
editor\Sample palette menu) then trim 
off the sound you don’t need. Then 
paste the sample in the Riff editor. In 
order for the sample to Loop properly 
you may need to adjust the BPM (At 
the bottom of the song track editor) to 
match the bpm the original was 
recorded at. 


In the Riff editor music 2000" 
tells me that the sound memory is full 
and | will have to delete some samples. 


The Console’s memory can fill up 
quickly when large quantities of high 
quality samples are loaded into the 
sample palette. You have two options. 
Firstly you can bring up the sample 
palette in the Riff editor and select 
‘Optimise sample list’. This will delete 
any unused sample in your song. Or 
you could select ‘Downgrade sample 
quality’ from the same menu. This will 
lower the quality of the sample 
selected in the palette and free up 
some of the Console’s memory. 


eecccccecoccce 


Yo. 


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